A city is created when settlers are given the build city command on suitable terrain
What is "suitable terrain"? Everything except ocean and glacier?
- JTN 21:20, 21 March 2008 (UTC): Yes, as per Terrain#Working Terrain. (The quoted text is my fault. Perhaps I should have spelled it out here, too.)
Units in fortresses and representative governments
I don't think it's entirely obvious; if you've a fortress and airbase on the same square, fighter aircraft on that square will nevertheless cause unhappiness, by my reading of the code (although I've not tested this).
In any case, I think the effect of fortresses on happiness is moot in the default configuration (national borders enabled with happyborders), since if you've got a unit in a fortress, that extends your borders anyway (I think), so I'm not too bothered.
- Teetasse 18:30, 6 April 2008 (UTC):
- Dear JTN, my comment was cut off because I accidentally pressed "Enter" too early. First of all I want to thank you for your numerous improvements to the wiki by reading the source code, which clarifies many details which formerly have been unclear. However, while beeing as precise as possible, we also should try to keep the texts short/easy to read. I image a fortress as a fortified building to house ground troops. I would not get the idea that a plane (whether in the air or on the ground) could benefit from that. And since an airbase is somehow "aggressive", I don't think a fortress can turn it to be a "friendly" (because only defensive) building. Apart from that, a fortress for ground troops mostly is defensive. Therefore, I would leave out "for ground units only", because I think it is self-explanatory.
- A second point (which I am unsure about) deals with fighters, which are the only air vessels that do not cause unhappyness while being in a city. That was new to me for example. Your text field units (missiles, helicopters, and bombers) is clear right now, but I ask myself whether we sould point out that fighters are missing in the list, so nobody would think "Ah, air vessels are meant" too early? Again, too many exceptions make the texts more difficult to read. Any comments?
Confusion over auto-farmland on city squares
JTN: For the benefit anyone confused by my putting in text about city squares automatically getting farmland benefits in a manner similar to irrigation, then subsequently taking it out again: it turns out that the absence of this feature is (probably) a bug in all recent versions (PR#40207). I've submitted a patch; I'll reinstate the text once a version of Freeciv with this fixed has been released (if someone doesn't beat me to it).
Kernigh: I am playing 2.1.10. The city square has a Railroad but no other infrastructure, no irrigation and no farmland. The square would be 2/4/3, not 3/4/3, unless it has automatic farmland benefits.
Tsitsihar is on Plains with Buffalo (1/3/0), with a Railroad but no other infrastructure.
- Auto-irrigation, +1 to food (2/3/0)
- Auto-farmland with Supermarket, +50% to food (3/3/0)
- Railroad, +50% to production (3/4/0)
- Railroad, +1 to trade (3/4/1)
- Existing trade with Democracy, +1 to trade (3/4/2)
- Railroad with Superhighways, +50% to trade (3/4/3)
Are we to reinstate the text about auto-farmland on city squares? --Kernigh 23:03, January 6, 2010 (UTC)
use "citizen" instead of "worker"
Since "worker" is a unit in the game, the inhabitants of a city should be called "citizens" instead of "workers" to avoid confusion. What do you think? Yasirniazkhan 09:47, 11 June 2008 (UTC)
Could someone document the "Cities Report"? There are some abbreviations that I'm having a hard time deciphering (e.g. "H/C/U/A" in the Workers column).
--DarinHawley 22:59, 9 August 2009 (UTC)